Chibiabos

Chibiabos

Joined Member # 2382123
128 Posts 562 Replies 2,452 Reputation

The pirate system is easy to beat, but their fleets are not. When there is zero bounty, will the pirates continue to spam wave-attack the player, launching a new raid against the player (never against an AI, why not!?) before the old one even finishes? Also, another thing I'd like to see are AIs you reject a mission from not being allowed to spam you with another one for at least the duration of the mission you rejected. I swear, I get new m

188 Replies 329,999 Views

I'd like to know how you don't have to worry about them, unless you simply disable them in game setup, use a "trainer" or a mod, when 3 repair facilities can't maintain 8 weapon platforms and 3 hangar bays clustered together against only the 2nd wave of pirates with a 2 weapon/2 defense-upgraded starbase at hand and a capital ship (which therefore cannot help acquire new systems since I have to babysit my own systems futilely) on "normal" game difficulty. I'd love to hear your secret.</

8 Replies 4,849 Views

The player is heavily favored? Umm, HOW!? I am constantly harrassed by missions I have no way of accomplishing because the very same AIs demanding I do them bids pirates against me from the getgo (and even when they don't, the pirates target me when there is no higher bid on anyone else). I'm sure everyone has an opinion, but the Pirates need the following alterations to make them more balanced: First, they should be more random in whom they go after when there's n

8 Replies 4,849 Views

I don't want to even trade shots wtih them. They're only good behind the lines, sapping antimatter (has a good range to steal). My cap ship should be in front smiting the heavy cruisers. Wish there was a way to tell the fleet what ships to have in the front, because the Disciple doesn't cut it.

14 Replies 6,061 Views

They would work much better if fleet organization didn't keep sticking them at the front to make them the first targets. :/ I could steal antimatter to feed the mothership to recharge everyone's shields if they'd stay in the friggin back. The stupid fleet management system sticks them in front ... "Hey, I'm weak, shoot me!"

14 Replies 6,061 Views

I've been trying to learn to use Disciple vessels in early game with my Mothership to feed my mothership energy, to in turn recharge shields which should protect the Disciple vessels and itself to be able to endure the unclaimed system defender ships, but they die within seconds between Mothership shield recharges. Their description reads as a "front-line combat frigate," but they don't even last thirty seconds outside of Mothership's shield recharge!

14 Replies 6,061 Views

I've had Sins and Entrenchment for quite a long time, haven't played it quite religiously due to my binging on other games. Anyhow, started binging on Sins again the past couple weeks, and today finally bought Diplomacy ... and bought it at the same time. Maybe its because I'm still a bit of a n00b, but it feels an awful lot like Diplomacy is much harder than Entrenchment or vanilla. I'm seeing a lot of threads about pirates and a promise th

8 Replies 4,849 Views

I am having this issue on the tutorial as well, v1.191, Win7 64. I have read this was fixed in an earlier patch, but it still exists as of 1.191 for at least some systems, for some reason. The Arcova scout takes no damage, even though I have five frigates and two capital ships, it just sits there, you can't move to the next system I guess because it blocks it and the tutorial doesn't advance. Very frustrating!

4 Replies 8,701 Views

Biggest boons for me, I think, are the fast turn processing (which I guess will get even faster). Not sure how useful it would be to list that, as I don't imagine that's in danger of getting ditche! lol. Another is the unit customization. I wish there were a bit more to it, though, instead of simply newer tech = better. Maybe weapons, armor, equipment, etc. should have a weight that affects combat speed.

134 Replies 427,512 Views

[quote who="Theutus" reply="19" id="2800914"]I've shelved both Elemental and Civ V for now... Civ V was much more pleasant to play than Elemental but some graphics glitches halfway through my games make it un-playable. I am now getting into RUSE, which I am very impressed with and back into Demi(bug)god/ and Warband...[/quote] Is RUSE any fun? It sounded fascinating, but it hasn't fared well in reviews either. Then again, Civ V scored very well and yet, afte

22 Replies 17,522 Views

Stardock implemented a different sort of turn processing in GalCiv II that allows the AI to plan its moves, etc. during the idle CPU cycles when the human player is figuring out what to do in GalCiv II, as per a dev journal way back when they were making GC2. This is why Stardock's TBSes have faster end turn processing without sacrificing AI capability. Civ V has a lot going for it and overall I do find the game itself enjoyable, but end turn processing taking 30,

8 Replies 14,988 Views

I wonder if Elemental might lead to a Civ alternative, as in a stone-to-space-age TBS. While I am kinda hooked on hex tiles now, Elemental has two really big things going for it that Civ lacks: first, end turns don't take eons and second, you can customize your units to make what you feel is an optimum amount of firepower, armor and cost.

60 Replies 43,006 Views

[quote who="Gazz_" reply="12" id="2793386"]Actually, if you'd create a lvl 5 building that has an upkeep of metal and crystal and produces elementium... Elementium. Always makes me think of something else. The material they build american trucks with. Just today in a movie I saw an empty truck (note that they run on diesel) drive off a very high cliff... and explode when crashing. Clearly american trucks are built from explodium because the fuel

26 Replies 9,881 Views